README for Version 0.99.4################################################### This Mod is aimed at experienced X-Com Players ## Who like a challenge ###################################################

About this mod:This mod intends to make the gameplay more challenging and deals withmost of vanilla versions flaws, like overpowered Psi and early Plasma ownage.It sticks strongly towards the vanilla core components and builts upon them.It is aimed at experienced X-Com players, who know the game well and arenot afraid of a difficulty higher then Superhuman. The Aliens have morevariants and your weapons will slowly become obsolete due to them.Research progress is a must, but comes at costs.

For playing you should choose difficulty Superhuman, since the mod is balanced to be played on Superhuman difficulty, otherwise you wouldn't have the full experience.The difficulty will be actually far higher then Superhuman, considering mainly the changes in economy and research.Technologies will need alive aliens captures to unlock and will trigger additional mission.Research takes longer and you do not have access to a aliencontainment from the beginning. It is recommend to get between 200-250scientists by November. Otherwise the game becomes very difficult.

The vanilla game always lacked proper weaponry sets including melee weapons, shotguns, sniper rifles. All of these have been added for the ballistic and laser weaponry for X-Com and the Alien plasma weapons.A extended set of additional grenades and small launcher ammo together with added grenade aluncher gives very good indirect fire possibilities. Small launcher acts as a artillery style weapon, arking shot .

More armors, starting with ballistic vests up to reinforced power and flying suits expand the survival capabilities of your soldiers. Power armor also extends stamina and increases carry capacity.

Have fun exploring the new drones and tanks, which will draw alien fire and help detecting targets to shot or support your wounded troops. Drones may even help with capturing alive aliens.

A large number of terrains from Hobbes terrain pack and other mods (65+ additonal terrains) have been integrated and partially overworked (bugfixes mostly).A extended set of maps has been added, featering turned version and additonal maps modules to make fighting within alien bases more enjoyable and tactical challenging.Aliens have a couple of more UFO types, Fighter, Sentry, Excavator and LabShip.Vanilla UFOs and new UFOs types all have extended set of interior maps variants (total 124 map). So enjoy exploring these.

Aircombat has been balanced, UFO's especially big ones will shot your interceptors.A faster and much more durable interception craft has been added, also a enhanced skyranger version, with a back door.Swarming Terrorships with interception craft is highly recommended.The Laser cannon is actually useable now

Being able to interrogate alive aliens requires you to raid a nearby Alien Base early.Otherwise you have no tech progress. The base is located in your startingregion. For the time being also one of the Story Items is located inthe alien base. Raid this base as early as possible!The game can only be won by capturing and interrogating a Ethereal Commander who unlocks the final mission.

However your run goes, let me know your feedback and how i can enhance the mod further.For a detailed list of changes (may contain spoilers) see the Features further down.

For a real challenge play the game in Iron Man Mode!Please do no use the OpenXcom Iron Man option and enforce your own Iron Man Mode, its a big mod, so bugs may happen.

I hope you will enjoy this collection of 60+ Mods (i stopped counting) and please report any possible Bug you might find on the forum. Feedback of any form is also appreciated.

Compability to other mods: This mod is intended to be a Standalone Mod. Mods which only add new Items and New Crafts may not pose a problem. UFO Extender Accuracy (Full support) High Quality Sounds (http://www.openxcom.com/mod/high-quality-sounds) from Daedalus

General Gameplay changes: Your Soldiers will be awarded with Medals (currently there are 61 Medals). Globe with 330 Cities (including vanilla ones) Research costs are 1,5 times vanilla Alive Aliens are needed to unlock techs (-> Research Tree Graphic) 8 Armored Vests, which you need to equip on your Soldiers Melee Weapons apply Skill and Strength X-Com Soldiers start with Melee Accuracy from range 40-60 More saner starting weapons stock and equipment for the Skyranger Defensive starting Base layout (with 1 Additional General Stores) Psi Amp is harder to get throu research Psi Amp production is much more expensive Corpses give access to World News and are needed for Meditkits Alien Alloys can not be produced, they are as precious as Elerium-115 now Elerium-115 recovery per UFO Power Source is 50% vanilla (25) Alien Alloys recovered from UFO mission are ~36% lower then vanilla Terrormissions have multiple Alerts and Terrainhint Aliens do have more chances to score more points. Alien Bases will also invoke Alien Missions in their regions (10% chance) Interrogating alive Navigators and Engineers will trigger additional monthly Aliens Missions (limited to 2 Missions per Month) Winning, losing or aborting a Mission will play a small cutscene from the Original PSX version of the game Flying towards, loosing or winning Cydonia will play Original PSX Version cutscenes

Economic: The maximum funding you can receive from Nations is cut by 50% All Alien Items and Alive Aliens give less money when sold (50%) Base Maintence Cost increased to 10% of base modules price X-Com Wages and Hire Cost are 1.5 times Vanilla X-Com Armors and Crafts are a lot more expensive to produce Drones, Tanks and Soldier Armor is repairable, if the corpses are recovered intact Drones, Tanks and Soldier Armor is upgradeable

Additional Alien Weapons: Plasma Blade Plasma Sword Plasma Shotgun Plasma Sniper Rifle Small Launcher with Arcing Shot. Elerium Bomb for Small Launcher Smoke Bomb for Small Launcher Fire Bomb for Small Launcher Aliens will keep most weaponry through the game Aliens have all weapons avaible from start

Currently Supported Languages: English US (en-US) English UK (en-GB) Japanese JA (ja) Russian RU (ru)

Future planned additions: More translations Some 20x20 Maps Modules for Mars Terrain Intermediate Third Stage for Final Mission Armed Humans for Terrormissions and Other Missions Alien Commandship Special Mission to aquire the Alien Data Slate (not done) Special Mission to aquire the Alien Data Core (not done) Special Mission to aquire the Psi Amp (not done)

Despite the missing stuff the Mod is fully playable!---Changelog here---Report bugs etc.. to me in this Thread.Alternatly you can also try to catch me on the IRC Channel (freenode #openxcom)

For each new feature, ask yourself the question: is this really necessary? I ended up removing a lot of stuff that I found out later that it wasn't necessary.

Jeah i know. I actually have added all the items now which i wanna include.Reworking the ufopaedia is kinda neccessary because i have a few new researches and story items :>I will definitly include expanded ubase, because there are maps i wanna modify a little bit.And some more UFO's.

If i do not put in extra terrain/maps i could at least a Alpha Ruleset Version which people could test.

I already found most crucial bugs so i would be good to go what ya thinking?

Even vanilla items can be made redundant by add-ons. For example I see you've included fire grenades : I've played with them recently, and I find the grenade form so handy that I find very little reason to use the 3 incendiary ammo of the vanilla weapons. In turns, this reduces the interest of those versatile weapons.

Even vanilla items can be made redundant by add-ons. For example I see you've included fire grenades : I've played with them recently, and I find the grenade form so handy that I find very little reason to use the 3 incendiary ammo of the vanilla weapons. In turns, this reduces the interest of those versatile weapons.

I dont think incendiary grenades make incendiary ammo's redundant... I think they were redundant to begin with. Inc ammo isn't very practical for doing damage on anything past sectoids and floaters. So a gun loaded with INC's is much less practical than a gun loaded with something else. INC grenades provide a handy dose of cleansing flame in a convenient package, without having to swap ammo or weapons.The versatile weapons still have AP and HE ammo so I'd say they're still pretty versatile without the 3rd ammo type. But you could maybe offset the loss by adding in a stronger AP that can be researched? or pseudo plasma rounds? to keep multi-ammo weapons more relavent in the later game.this is all just oppinion though.